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<div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno">    1</span>&#160;# Development Guide #   {#mainpage}</div><div class="line"><a name="l00002"></a><span class="lineno">    2</span>&#160;</div><div class="line"><a name="l00003"></a><span class="lineno">    3</span>&#160;## Using GfeSDK ## {#section_using}</div><div class="line"><a name="l00004"></a><span class="lineno">    4</span>&#160;</div><div class="line"><a name="l00005"></a><span class="lineno">    5</span>&#160;Creation and destruction of an SDK instance is a prerequisite to making calls</div><div class="line"><a name="l00006"></a><span class="lineno">    6</span>&#160;to the SDK. The means of creating and destroying an instance depend on which</div><div class="line"><a name="l00007"></a><span class="lineno">    7</span>&#160;integration mechanism the client employs:</div><div class="line"><a name="l00008"></a><span class="lineno">    8</span>&#160;</div><div class="line"><a name="l00009"></a><span class="lineno">    9</span>&#160;See [Core header documentation](\ref isdk.h)</div><div class="line"><a name="l00010"></a><span class="lineno">   10</span>&#160;</div><div class="line"><a name="l00011"></a><span class="lineno">   11</span>&#160;See [Highlights header documentation](\ref ihighlights.h)</div><div class="line"><a name="l00012"></a><span class="lineno">   12</span>&#160;</div><div class="line"><a name="l00013"></a><span class="lineno">   13</span>&#160;### Creation and Release {#section_example_create}</div><div class="line"><a name="l00014"></a><span class="lineno">   14</span>&#160;</div><div class="line"><a name="l00015"></a><span class="lineno">   15</span>&#160;#### C++ Bindings</div><div class="line"><a name="l00016"></a><span class="lineno">   16</span>&#160;</div><div class="line"><a name="l00017"></a><span class="lineno">   17</span>&#160;\snippet GfeSDKHighlights.cpp Creation CPP</div><div class="line"><a name="l00018"></a><span class="lineno">   18</span>&#160;</div><div class="line"><a name="l00019"></a><span class="lineno">   19</span>&#160;// After using GfeSDK</div><div class="line"><a name="l00020"></a><span class="lineno">   20</span>&#160;</div><div class="line"><a name="l00021"></a><span class="lineno">   21</span>&#160;\snippet GfeSDKHighlights.cpp Release CPP</div><div class="line"><a name="l00022"></a><span class="lineno">   22</span>&#160;</div><div class="line"><a name="l00023"></a><span class="lineno">   23</span>&#160;#### C API</div><div class="line"><a name="l00024"></a><span class="lineno">   24</span>&#160;</div><div class="line"><a name="l00025"></a><span class="lineno">   25</span>&#160;\snippet GfeSDKHighlights.c Creation C</div><div class="line"><a name="l00026"></a><span class="lineno">   26</span>&#160;</div><div class="line"><a name="l00027"></a><span class="lineno">   27</span>&#160;// After using GfeSDK</div><div class="line"><a name="l00028"></a><span class="lineno">   28</span>&#160;</div><div class="line"><a name="l00029"></a><span class="lineno">   29</span>&#160;\snippet GfeSDKHighlights.c Release C</div><div class="line"><a name="l00030"></a><span class="lineno">   30</span>&#160;</div><div class="line"><a name="l00031"></a><span class="lineno">   31</span>&#160;### Request Permissions {#section_example_permission}</div><div class="line"><a name="l00032"></a><span class="lineno">   32</span>&#160;</div><div class="line"><a name="l00033"></a><span class="lineno">   33</span>&#160;The Create call will inform the app if one or more scopes require user</div><div class="line"><a name="l00034"></a><span class="lineno">   34</span>&#160;permission. If so, make this call. It will display the overlay UI.</div><div class="line"><a name="l00035"></a><span class="lineno">   35</span>&#160;</div><div class="line"><a name="l00036"></a><span class="lineno">   36</span>&#160;#### C++ Bindings</div><div class="line"><a name="l00037"></a><span class="lineno">   37</span>&#160;</div><div class="line"><a name="l00038"></a><span class="lineno">   38</span>&#160;\snippet GfeSDKHighlights.cpp Permissions CPP</div><div class="line"><a name="l00039"></a><span class="lineno">   39</span>&#160;</div><div class="line"><a name="l00040"></a><span class="lineno">   40</span>&#160;#### C API</div><div class="line"><a name="l00041"></a><span class="lineno">   41</span>&#160;</div><div class="line"><a name="l00042"></a><span class="lineno">   42</span>&#160;\snippet GfeSDKHighlights.c Permissions C</div><div class="line"><a name="l00043"></a><span class="lineno">   43</span>&#160;</div><div class="line"><a name="l00044"></a><span class="lineno">   44</span>&#160;### Configure Highlights {#section_example_highlightsconfigure}</div><div class="line"><a name="l00045"></a><span class="lineno">   45</span>&#160;</div><div class="line"><a name="l00046"></a><span class="lineno">   46</span>&#160;This only needs to happen once ever. It is persistent. It could even happen</div><div class="line"><a name="l00047"></a><span class="lineno">   47</span>&#160;during game installation.</div><div class="line"><a name="l00048"></a><span class="lineno">   48</span>&#160;</div><div class="line"><a name="l00049"></a><span class="lineno">   49</span>&#160;#### C++ Bindings</div><div class="line"><a name="l00050"></a><span class="lineno">   50</span>&#160;</div><div class="line"><a name="l00051"></a><span class="lineno">   51</span>&#160;\snippet GfeSDKHighlights.cpp ConfigureHighlights CPP</div><div class="line"><a name="l00052"></a><span class="lineno">   52</span>&#160;</div><div class="line"><a name="l00053"></a><span class="lineno">   53</span>&#160;#### C API</div><div class="line"><a name="l00054"></a><span class="lineno">   54</span>&#160;</div><div class="line"><a name="l00055"></a><span class="lineno">   55</span>&#160;\snippet GfeSDKHighlights.c ConfigureHighlights C</div><div class="line"><a name="l00056"></a><span class="lineno">   56</span>&#160;</div><div class="line"><a name="l00057"></a><span class="lineno">   57</span>&#160;### Groups and Saving Highlights {#section_Example_highlights}</div><div class="line"><a name="l00058"></a><span class="lineno">   58</span>&#160;</div><div class="line"><a name="l00059"></a><span class="lineno">   59</span>&#160;#### C++ Bindings</div><div class="line"><a name="l00060"></a><span class="lineno">   60</span>&#160;</div><div class="line"><a name="l00061"></a><span class="lineno">   61</span>&#160;\snippet GfeSDKHighlights.cpp OpenGroup CPP</div><div class="line"><a name="l00062"></a><span class="lineno">   62</span>&#160;\snippet GfeSDKHighlights.cpp SaveVideo CPP</div><div class="line"><a name="l00063"></a><span class="lineno">   63</span>&#160;\snippet GfeSDKHighlights.cpp CloseGroup CPP</div><div class="line"><a name="l00064"></a><span class="lineno">   64</span>&#160;</div><div class="line"><a name="l00065"></a><span class="lineno">   65</span>&#160;#### C API</div><div class="line"><a name="l00066"></a><span class="lineno">   66</span>&#160;</div><div class="line"><a name="l00067"></a><span class="lineno">   67</span>&#160;\snippet GfeSDKHighlights.c OpenGroup C</div><div class="line"><a name="l00068"></a><span class="lineno">   68</span>&#160;\snippet GfeSDKHighlights.c SaveVideo C</div><div class="line"><a name="l00069"></a><span class="lineno">   69</span>&#160;\snippet GfeSDKHighlights.c CloseGroup C</div><div class="line"><a name="l00070"></a><span class="lineno">   70</span>&#160;</div><div class="line"><a name="l00071"></a><span class="lineno">   71</span>&#160;### Open Highlight Summary {#section_example_summary}</div><div class="line"><a name="l00072"></a><span class="lineno">   72</span>&#160;</div><div class="line"><a name="l00073"></a><span class="lineno">   73</span>&#160;#### C++ Bindings</div><div class="line"><a name="l00074"></a><span class="lineno">   74</span>&#160;</div><div class="line"><a name="l00075"></a><span class="lineno">   75</span>&#160;\snippet GfeSDKHighlights.cpp OpenSummary CPP</div><div class="line"><a name="l00076"></a><span class="lineno">   76</span>&#160;</div><div class="line"><a name="l00077"></a><span class="lineno">   77</span>&#160;#### C API</div><div class="line"><a name="l00078"></a><span class="lineno">   78</span>&#160;</div><div class="line"><a name="l00079"></a><span class="lineno">   79</span>&#160;\snippet GfeSDKHighlights.c OpenSummary C</div><div class="line"><a name="l00080"></a><span class="lineno">   80</span>&#160;</div><div class="line"><a name="l00081"></a><span class="lineno">   81</span>&#160;## Concepts {#section_concepts}</div><div class="line"><a name="l00082"></a><span class="lineno">   82</span>&#160;</div><div class="line"><a name="l00083"></a><span class="lineno">   83</span>&#160;The GfeSDK is composed of two parts, the client/app, and the backend/server.</div><div class="line"><a name="l00084"></a><span class="lineno">   84</span>&#160;This distribution contains GfeSDK.dll which represents the client/app part.</div><div class="line"><a name="l00085"></a><span class="lineno">   85</span>&#160;The end-user downloads GFE onto their machine. The GFE package includes the</div><div class="line"><a name="l00086"></a><span class="lineno">   86</span>&#160;backend pieces necessary to support the calls coming from the client. See</div><div class="line"><a name="l00087"></a><span class="lineno">   87</span>&#160;\ref section_version for more information regarding this communication.</div><div class="line"><a name="l00088"></a><span class="lineno">   88</span>&#160;</div><div class="line"><a name="l00089"></a><span class="lineno">   89</span>&#160;Calls made will be serialized. Therefore, if the app makes two consecutive</div><div class="line"><a name="l00090"></a><span class="lineno">   90</span>&#160;calls to NVGSDK_Highlights_OpenGroup and then either</div><div class="line"><a name="l00091"></a><span class="lineno">   91</span>&#160;NVGSDK_Highlights_SetVideoHighlight or NVGSDK_Highlights_SetScreenshotHighlight,</div><div class="line"><a name="l00092"></a><span class="lineno">   92</span>&#160;before receiving the callback from open group, the set highlight call will</div><div class="line"><a name="l00093"></a><span class="lineno">   93</span>&#160;function normally. If open group succeeded, then the set highlights calls will</div><div class="line"><a name="l00094"></a><span class="lineno">   94</span>&#160;succeed as well. If it failed, the set highlights calls will fail, as there</div><div class="line"><a name="l00095"></a><span class="lineno">   95</span>&#160;will be no valid group to assign them to.</div><div class="line"><a name="l00096"></a><span class="lineno">   96</span>&#160;</div><div class="line"><a name="l00097"></a><span class="lineno">   97</span>&#160;### Strings {#section_strings}</div><div class="line"><a name="l00098"></a><span class="lineno">   98</span>&#160;All strings are to be provided in single-byte width, UTF-8 encoded.</div><div class="line"><a name="l00099"></a><span class="lineno">   99</span>&#160;</div><div class="line"><a name="l00100"></a><span class="lineno">  100</span>&#160;### Versioning {#section_version}</div><div class="line"><a name="l00101"></a><span class="lineno">  101</span>&#160;Because there are two different parts, and the client / user&#39;s machine may</div><div class="line"><a name="l00102"></a><span class="lineno">  102</span>&#160;be mismatched at times, the game should be aware of the versioning system.</div><div class="line"><a name="l00103"></a><span class="lineno">  103</span>&#160;It&#39;s GfeSDK&#39;s goal to make this as seamless as possible, but there could still</div><div class="line"><a name="l00104"></a><span class="lineno">  104</span>&#160;be compatibility issues to be aware of.</div><div class="line"><a name="l00105"></a><span class="lineno">  105</span>&#160;</div><div class="line"><a name="l00106"></a><span class="lineno">  106</span>&#160;The GfeSDK version contains 4 parts, MAJOR.MINOR.BUILD.HASH. The BUILD and HASH</div><div class="line"><a name="l00107"></a><span class="lineno">  107</span>&#160;components are descriptive and don&#39;t have any effect on functionality. The</div><div class="line"><a name="l00108"></a><span class="lineno">  108</span>&#160;MAJOR component identifies overall compatibility. If the client and server</div><div class="line"><a name="l00109"></a><span class="lineno">  109</span>&#160;mismatch on the major version number, no communication is possible. **There</div><div class="line"><a name="l00110"></a><span class="lineno">  110</span>&#160;are no current plans to update from 1, breaking communication**. The major</div><div class="line"><a name="l00111"></a><span class="lineno">  111</span>&#160;version number gives a way to show incompatibility if the fundamental</div><div class="line"><a name="l00112"></a><span class="lineno">  112</span>&#160;architecture of GFE ever changes. The minor version number indicates feature</div><div class="line"><a name="l00113"></a><span class="lineno">  113</span>&#160;compatibility. When a new feature gets added / modified on the SDK, the minor</div><div class="line"><a name="l00114"></a><span class="lineno">  114</span>&#160;version number will be bumped. This means that for older games / newer GFE</div><div class="line"><a name="l00115"></a><span class="lineno">  115</span>&#160;installations, the game is simply missing out on newer features. This will</div><div class="line"><a name="l00116"></a><span class="lineno">  116</span>&#160;generally not be a problem. For a game with a newer version of the GfeSDK,</div><div class="line"><a name="l00117"></a><span class="lineno">  117</span>&#160;and a user with an older installation of GFE, some features may not function,</div><div class="line"><a name="l00118"></a><span class="lineno">  118</span>&#160;and the user should be encouraged to update GFE.</div><div class="line"><a name="l00119"></a><span class="lineno">  119</span>&#160;</div><div class="line"><a name="l00120"></a><span class="lineno">  120</span>&#160;With that in mind, here are the possible return values from \ref NVGSDK_Create,</div><div class="line"><a name="l00121"></a><span class="lineno">  121</span>&#160;with regards to versioning:</div><div class="line"><a name="l00122"></a><span class="lineno">  122</span>&#160;* **NVGSDK_SUCCESS** - Perfect version match</div><div class="line"><a name="l00123"></a><span class="lineno">  123</span>&#160;* **NVGSDK_SUCCESS_OLD_GFE** - Minor version mismatch. User has an older</div><div class="line"><a name="l00124"></a><span class="lineno">  124</span>&#160;version of GFE installed. Newer features distributed by the game will not</div><div class="line"><a name="l00125"></a><span class="lineno">  125</span>&#160;function properly until the user upgrades.</div><div class="line"><a name="l00126"></a><span class="lineno">  126</span>&#160;* **NVGSDK_SUCCESS_OLD_SDK** - Minor version mismatch.</div><div class="line"><a name="l00127"></a><span class="lineno">  127</span>&#160;Game is distributing an older version of GfeSDK.</div><div class="line"><a name="l00128"></a><span class="lineno">  128</span>&#160;Game could be missing out on latest features, but no compatibily issue. </div><div class="line"><a name="l00129"></a><span class="lineno">  129</span>&#160;* **NVGSDK_ERR_GFE_VERSION** - Major version mismatch. User has a GFE</div><div class="line"><a name="l00130"></a><span class="lineno">  130</span>&#160;installation that predates the GfeSDK. User must upgrade to get functionality.</div><div class="line"><a name="l00131"></a><span class="lineno">  131</span>&#160;* **NVGSDK_ERR_SDK_VERSION** - Major version mismatch. GFE has changed</div><div class="line"><a name="l00132"></a><span class="lineno">  132</span>&#160;fundamentally. **There are no plans to do this. This is to cover all bases**</div><div class="line"><a name="l00133"></a><span class="lineno">  133</span>&#160;</div><div class="line"><a name="l00134"></a><span class="lineno">  134</span>&#160;### Permissions {#section_permissions}</div><div class="line"><a name="l00135"></a><span class="lineno">  135</span>&#160;Certain actions require permission from the user. For example, recording video</div><div class="line"><a name="l00136"></a><span class="lineno">  136</span>&#160;for Highlights requires the user to agree to the recording. To achieve this,</div><div class="line"><a name="l00137"></a><span class="lineno">  137</span>&#160;the app must know what features it wishes to enable. It will pass these</div><div class="line"><a name="l00138"></a><span class="lineno">  138</span>&#160;&quot;scopes&quot; into the  NVGSDK_Create call via NVGSDK_CreateInputParams. Consider</div><div class="line"><a name="l00139"></a><span class="lineno">  139</span>&#160;the typical Highlights case as an example. The app will pass in a list of</div><div class="line"><a name="l00140"></a><span class="lineno">  140</span>&#160;the scopes NVGSDK_SCOPE_HIGHLIGHTS, NVGSDK_SCOPE_HIGHLIGHTS_VIDEO, and</div><div class="line"><a name="l00141"></a><span class="lineno">  141</span>&#160;NVGSDK_SCOPE_SCREENSHOT. The first of these is required in order for any</div><div class="line"><a name="l00142"></a><span class="lineno">  142</span>&#160;of the NVGSDK_Highlights_* calls to succeed and send a message to the server.</div><div class="line"><a name="l00143"></a><span class="lineno">  143</span>&#160;It will allocate the resources required in the DLL and on the server in order</div><div class="line"><a name="l00144"></a><span class="lineno">  144</span>&#160;to achieve this. The second of these permissions is required in order to</div><div class="line"><a name="l00145"></a><span class="lineno">  145</span>&#160;capture video of the gameplay, and the final is to capture a screenshot.</div><div class="line"><a name="l00146"></a><span class="lineno">  146</span>&#160;</div><div class="line"><a name="l00147"></a><span class="lineno">  147</span>&#160;The first time the user runs the game, and the game calls NVGSDK_Create(...),</div><div class="line"><a name="l00148"></a><span class="lineno">  148</span>&#160;and passes in these three permissions, the game might receive back that</div><div class="line"><a name="l00149"></a><span class="lineno">  149</span>&#160;NVGSDK_SCOPE_HIGHLIGHTS has been granted permission implicitly, but that</div><div class="line"><a name="l00150"></a><span class="lineno">  150</span>&#160;NVGSDK_SCOPE_HIGHLIGHTS_VIDEO and NVGSDK_SCOPE_HIGHLIGHTS_SCREENSHOT</div><div class="line"><a name="l00151"></a><span class="lineno">  151</span>&#160;currently have &quot;must ask&quot; permission. In other words, the game must ask</div><div class="line"><a name="l00152"></a><span class="lineno">  152</span>&#160;GFE for permission to record video before it will succeed in doing so. To</div><div class="line"><a name="l00153"></a><span class="lineno">  153</span>&#160;achieve this, the game will call NVGSDK_RequestPermissionsAsync with two</div><div class="line"><a name="l00154"></a><span class="lineno">  154</span>&#160;scopes in the list, NVGSDK_SCOPE_HIGHLIGHTS_VIDEO and</div><div class="line"><a name="l00155"></a><span class="lineno">  155</span>&#160;NVGSDK_SCOPE_HIGHLIGHTS_SCREENSHOT. It&#39;s not necessary to request permission</div><div class="line"><a name="l00156"></a><span class="lineno">  156</span>&#160;for a scope that has implicitly been granted permission already.</div><div class="line"><a name="l00157"></a><span class="lineno">  157</span>&#160;</div><div class="line"><a name="l00158"></a><span class="lineno">  158</span>&#160;The call to NVGSDK_RequestPermissions is required because it will trigger</div><div class="line"><a name="l00159"></a><span class="lineno">  159</span>&#160;GFE to put up an \ref section_igo. The game might not want this to occur</div><div class="line"><a name="l00160"></a><span class="lineno">  160</span>&#160;during NVGSDK_Create time. Once called, the user will see the overlay</div><div class="line"><a name="l00161"></a><span class="lineno">  161</span>&#160;pop up, asking them for permission.</div><div class="line"><a name="l00162"></a><span class="lineno">  162</span>&#160;</div><div class="line"><a name="l00163"></a><span class="lineno">  163</span>&#160;![Highlights Permission](/img/permission.png)</div><div class="line"><a name="l00164"></a><span class="lineno">  164</span>&#160;</div><div class="line"><a name="l00165"></a><span class="lineno">  165</span>&#160;The async callback will be triggered as soon as the message is processed</div><div class="line"><a name="l00166"></a><span class="lineno">  166</span>&#160;by the GFE backend. The user will be able to accept, deny, or defer the</div><div class="line"><a name="l00167"></a><span class="lineno">  167</span>&#160;request. If the user accepts or denies the request, the app will recieve</div><div class="line"><a name="l00168"></a><span class="lineno">  168</span>&#160;a \ref NVGSDK_NOTIFICATION_PERMISSIONS_CHANGED notification with the results.</div><div class="line"><a name="l00169"></a><span class="lineno">  169</span>&#160;If \ref NVGSDK_RequestPermissionsAsync is called again when the permission is</div><div class="line"><a name="l00170"></a><span class="lineno">  170</span>&#160;already granted or denied, the overlay will not be displayed a second time.</div><div class="line"><a name="l00171"></a><span class="lineno">  171</span>&#160;The user can reverse their decision in either case later on in GFE3 on</div><div class="line"><a name="l00172"></a><span class="lineno">  172</span>&#160;the games details page.</div><div class="line"><a name="l00173"></a><span class="lineno">  173</span>&#160;</div><div class="line"><a name="l00174"></a><span class="lineno">  174</span>&#160;### Asynchronous Calls {#section_async}</div><div class="line"><a name="l00175"></a><span class="lineno">  175</span>&#160;Most of the calls to GfeSDK are asynchronous. This is due to the client/server</div><div class="line"><a name="l00176"></a><span class="lineno">  176</span>&#160;architecture described in \ref section_concepts. For each asynchronous call, a</div><div class="line"><a name="l00177"></a><span class="lineno">  177</span>&#160;callback and an opaque void* context are passed in as arguments. If the app</div><div class="line"><a name="l00178"></a><span class="lineno">  178</span>&#160;does not care or desire to know what happens to the call, is it fine to pass</div><div class="line"><a name="l00179"></a><span class="lineno">  179</span>&#160;in NULL. If the app does care, supply a callback of the proper type, and</div><div class="line"><a name="l00180"></a><span class="lineno">  180</span>&#160;optionally a pointer as a context to receive back during the callback.</div><div class="line"><a name="l00181"></a><span class="lineno">  181</span>&#160;</div><div class="line"><a name="l00182"></a><span class="lineno">  182</span>&#160;The callbacks are properly typed. For callbacks that return nothing but the</div><div class="line"><a name="l00183"></a><span class="lineno">  183</span>&#160;return value and context, a \ref NVGSDK_EmptyCallback is passed in. For</div><div class="line"><a name="l00184"></a><span class="lineno">  184</span>&#160;versions that do return data, a typed callback is passed in, such as</div><div class="line"><a name="l00185"></a><span class="lineno">  185</span>&#160;\ref NVGSDK_GetUILanguageCallback.</div><div class="line"><a name="l00186"></a><span class="lineno">  186</span>&#160;</div><div class="line"><a name="l00187"></a><span class="lineno">  187</span>&#160;The callback will be called on one of three threads, depending on the</div><div class="line"><a name="l00188"></a><span class="lineno">  188</span>&#160;situation. If NVGSDK_CreateInputParams::pollForCallbacks is set to false</div><div class="line"><a name="l00189"></a><span class="lineno">  189</span>&#160;during creation, the callback will always occur on a GfeSDK controller thread.</div><div class="line"><a name="l00190"></a><span class="lineno">  190</span>&#160;If the app desires callback to occur on their own thread, true is passed in</div><div class="line"><a name="l00191"></a><span class="lineno">  191</span>&#160;instead. In that case, the callback will occur on the thread that calls</div><div class="line"><a name="l00192"></a><span class="lineno">  192</span>&#160;\ref NVGSDK_Poll. The exception is that during \ref NVGSDK_Destroy, GfeSDK</div><div class="line"><a name="l00193"></a><span class="lineno">  193</span>&#160;pushes out all remaining callbacks. If the app is awaiting any callbacks</div><div class="line"><a name="l00194"></a><span class="lineno">  194</span>&#160;during this time, they will be called on the same thread that called</div><div class="line"><a name="l00195"></a><span class="lineno">  195</span>&#160;NVGSDK_Destroy. Usually, this will be the same thread that calls NVGSDK_Poll,</div><div class="line"><a name="l00196"></a><span class="lineno">  196</span>&#160;so it shouldn&#39;t cause any surprises, but it&#39;s something to be aware of. See</div><div class="line"><a name="l00197"></a><span class="lineno">  197</span>&#160;\ref section_threading for more information</div><div class="line"><a name="l00198"></a><span class="lineno">  198</span>&#160;</div><div class="line"><a name="l00199"></a><span class="lineno">  199</span>&#160;\snippet GfeSDKHighlights.cpp Asynchonous Call</div><div class="line"><a name="l00200"></a><span class="lineno">  200</span>&#160;\snippet GfeSDKHighlights.cpp Async Call No Callback</div><div class="line"><a name="l00201"></a><span class="lineno">  201</span>&#160;</div><div class="line"><a name="l00202"></a><span class="lineno">  202</span>&#160;**Note:** There is currently a limitation in the GfeSDK backend that depends</div><div class="line"><a name="l00203"></a><span class="lineno">  203</span>&#160;on game frames being rendered during certain API calls. Therefore, the game</div><div class="line"><a name="l00204"></a><span class="lineno">  204</span>&#160;cannot block the render loop while awaiting an asynchronous callback. Doing</div><div class="line"><a name="l00205"></a><span class="lineno">  205</span>&#160;so will result in a deadlock.</div><div class="line"><a name="l00206"></a><span class="lineno">  206</span>&#160;</div><div class="line"><a name="l00207"></a><span class="lineno">  207</span>&#160;### Notifications ### {#section_notifications}</div><div class="line"><a name="l00208"></a><span class="lineno">  208</span>&#160;</div><div class="line"><a name="l00209"></a><span class="lineno">  209</span>&#160;In addition to the async callbacks that most of the APIs accept as an argument,</div><div class="line"><a name="l00210"></a><span class="lineno">  210</span>&#160;the app can also register to recieve unsolicited notifications when certain</div><div class="line"><a name="l00211"></a><span class="lineno">  211</span>&#160;events occur. For example, the app might want to know when the user can</div><div class="line"><a name="l00212"></a><span class="lineno">  212</span>&#160;given / removed permission for recording video from the app, either through</div><div class="line"><a name="l00213"></a><span class="lineno">  213</span>&#160;the permissions dialog, or via GFE3. See \ref NVGSDK_CreateInputParams and</div><div class="line"><a name="l00214"></a><span class="lineno">  214</span>&#160;\ref NVGSDK_NotificationType</div><div class="line"><a name="l00215"></a><span class="lineno">  215</span>&#160;</div><div class="line"><a name="l00216"></a><span class="lineno">  216</span>&#160;This notification will get called on either the GfeSDK callback thread, or</div><div class="line"><a name="l00217"></a><span class="lineno">  217</span>&#160;the thread that calls \ref NVGSDK_Poll, depending on params passed in to</div><div class="line"><a name="l00218"></a><span class="lineno">  218</span>&#160;\ref NVGSDK_Create. See \ref section_threading for more information.</div><div class="line"><a name="l00219"></a><span class="lineno">  219</span>&#160;</div><div class="line"><a name="l00220"></a><span class="lineno">  220</span>&#160;### Threading {#section_threading}</div><div class="line"><a name="l00221"></a><span class="lineno">  221</span>&#160;There are two different threading models that may be used. The model used</div><div class="line"><a name="l00222"></a><span class="lineno">  222</span>&#160;depends on the value passed in to \ref NVGSDK_CreateInputParams</div><div class="line"><a name="l00223"></a><span class="lineno">  223</span>&#160;</div><div class="line"><a name="l00224"></a><span class="lineno">  224</span>&#160;##### GfeSDK Controller Callback Model</div><div class="line"><a name="l00225"></a><span class="lineno">  225</span>&#160;In this model, all callbacks will occur as soon as they are processed on the</div><div class="line"><a name="l00226"></a><span class="lineno">  226</span>&#160;internal GfeSDK callback thread.</div><div class="line"><a name="l00227"></a><span class="lineno">  227</span>&#160;</div><div class="line"><a name="l00228"></a><span class="lineno">  228</span>&#160;##### Polling Model</div><div class="line"><a name="l00229"></a><span class="lineno">  229</span>&#160;The app can choose to use this model if it wants to take action during the</div><div class="line"><a name="l00230"></a><span class="lineno">  230</span>&#160;callback that depend on being on the game loop. Callbacks are queued up, and</div><div class="line"><a name="l00231"></a><span class="lineno">  231</span>&#160;executed when the app calls \ref NVGSDK_Poll. This means that callbacks will</div><div class="line"><a name="l00232"></a><span class="lineno">  232</span>&#160;be blocked indefinitely if that API is never called.</div><div class="line"><a name="l00233"></a><span class="lineno">  233</span>&#160;</div><div class="line"><a name="l00234"></a><span class="lineno">  234</span>&#160;The exception occurs during \ref NVGSDK_Destroy. Because the normal case is</div><div class="line"><a name="l00235"></a><span class="lineno">  235</span>&#160;to make NVGSDK_Destroy and NVGSDK_Poll calls from the same thread, GfeSDK</div><div class="line"><a name="l00236"></a><span class="lineno">  236</span>&#160;can&#39;t block and wait for another poll call. All remaining callbacks will be</div><div class="line"><a name="l00237"></a><span class="lineno">  237</span>&#160;executed during \ref NVGSDK_Destroy. See \ref section_async for more info.</div><div class="line"><a name="l00238"></a><span class="lineno">  238</span>&#160;</div><div class="line"><a name="l00239"></a><span class="lineno">  239</span>&#160;### In Game Overlay {#section_igo}</div><div class="line"><a name="l00240"></a><span class="lineno">  240</span>&#160;![In Game Overlay](/img/igo.png)</div><div class="line"><a name="l00241"></a><span class="lineno">  241</span>&#160;</div><div class="line"><a name="l00242"></a><span class="lineno">  242</span>&#160;The In-Game overlay can be used by the user to change Highlights settings, and</div><div class="line"><a name="l00243"></a><span class="lineno">  243</span>&#160;view Highlights that have been saved to the gallery. It&#39;s also used to display</div><div class="line"><a name="l00244"></a><span class="lineno">  244</span>&#160;the permissions dialog from \ref NVGSDK_RequestPermissionsAsync, and the</div><div class="line"><a name="l00245"></a><span class="lineno">  245</span>&#160;group summary from \ref NVGSDK_OpenGroupSummaryAsync. The user can open it</div><div class="line"><a name="l00246"></a><span class="lineno">  246</span>&#160;up by themselves using the default keybinding Alt+Z</div><div class="line"><a name="l00247"></a><span class="lineno">  247</span>&#160;</div><div class="line"><a name="l00248"></a><span class="lineno">  248</span>&#160;## UX Guidance {#section_ux}</div><div class="line"><a name="l00249"></a><span class="lineno">  249</span>&#160;</div><div class="line"><a name="l00250"></a><span class="lineno">  250</span>&#160;### Highlights Summary</div><div class="line"><a name="l00251"></a><span class="lineno">  251</span>&#160;</div><div class="line"><a name="l00252"></a><span class="lineno">  252</span>&#160;Many times a button is used to display the Highlights Summary. Suggested UX:</div><div class="line"><a name="l00253"></a><span class="lineno">  253</span>&#160;&quot;View \%d highlights&quot; or &quot;\%d new highlights&quot;. Include an icon to the left of</div><div class="line"><a name="l00254"></a><span class="lineno">  254</span>&#160;the text. The icon to use is located in</div><div class="line"><a name="l00255"></a><span class="lineno">  255</span>&#160;GfeSDK/redist/assets/img/img_logo_experience_512.png</div><div class="line"><a name="l00256"></a><span class="lineno">  256</span>&#160;</div><div class="line"><a name="l00257"></a><span class="lineno">  257</span>&#160;## Logging {#section_log}</div><div class="line"><a name="l00258"></a><span class="lineno">  258</span>&#160;By default, GfeSDK stores its own logs for problem triage in</div><div class="line"><a name="l00259"></a><span class="lineno">  259</span>&#160;\%LOCALAPPDATA\%\\NVIDIA Corporation\\GfeSDK. This behavior can be adjusted by</div><div class="line"><a name="l00260"></a><span class="lineno">  260</span>&#160;the following calls:</div><div class="line"><a name="l00261"></a><span class="lineno">  261</span>&#160;</div><div class="line"><a name="l00262"></a><span class="lineno">  262</span>&#160;* \ref NVGSDK_SetLogLevel</div><div class="line"><a name="l00263"></a><span class="lineno">  263</span>&#160;* \ref NVGSDK_AttachLogListener</div><div class="line"><a name="l00264"></a><span class="lineno">  264</span>&#160;* \ref NVGSDK_SetListenerLogLevel</div></div><!-- fragment --></div><!-- contents -->
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